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FPS Gun Script Definition error
When I try to run my code, this error keeps appearing on the first 3 lines:
The namespace '' already contains a definition for 'gunTypes'.
The entire code is 805 lines long and I cannot understand the error... O.o
//Gun Types
enum gunTypes {gun, launcher, sustained, melee}
var gunType = gunTypes.gun;
//Launcher-Specific Variables
var projectile : Rigidbody;
var initialSpeed = 20.0;
var projectileCount : int = 1;
var launchPosition : GameObject;
//Gun-Specific Variables
var range = 100.0;
var force = 10.0;
var damage = 5.0;
var shotCount : int = 6;
var burstFire : boolean = false;
var burstCount : int = 1;
var burstTime : float = .5;
var penetrateVal : int = 1;
//Sustained Fire (Laser) Specific Variables
var damagePerSecond : float;
var ammoPerSecond : float;
var laserRange : float;
var laserGFX : GameObject;
static var takingOut : boolean = false;
//Sustained Fire and Gun shared variables
var kickbackZ : float = 0;
private var startKickback : boolean = false;
//General Variables
private var hitParticles : ParticleEmitter;
var ammoPerClip : int = 40;
var clips : int = 20;
var maxClips : int = 20;
var reloadTime = 0.5;
var reloadInTime = 0.5;
var reloadOutTime = 0.5;
var muzzleFlash : Renderer;
var waitforReload = 0.00;
var gunActive : boolean = false;
var infiniteAmmo : boolean = false;
var reloading : boolean = false;
var ammoLeft : float = 0;
var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
private var muzzleFlashOn : boolean = false;
private var mainCam : GameObject;
private var weaponCam : GameObject;
var kickbackAngle : float;
var isPrimaryWeapon : boolean = true;
private var primaryWeapon : gunscript;
var secondaryWeapon : gunscript;
var secondaryActive : boolean = false;
var secondaryInterrupt : boolean = false;
var secondaryFire : boolean = false;
enum ammoTypes {byClip, byBullet}
var ammoType : ammoTypes = ammoTypes.byClip;
var shellEjection : boolean = false;
var ejectorPosition : GameObject;
var shell : GameObject;
//Variables shared between launcher and Gun
var fireRate = 0.05;
static var crosshairSpread : float;
private var shotSpread : float;
private var actualSpread : float;
var standardSpread = .1;
private var spreadRate = .05;
var maxSpread = .25;
var crouchSpreadModifier = .7;
var moveSpreadModifier = 1.5;
var standardSpreadRate = .05;
var aimSpreadRate = .01;
var aimSpread = .01;
var spDecRate = .05;
var autoFire : boolean;
var fireAnim : boolean = false;
var progressiveReload : boolean = false;
private var progressiveReloading : boolean = false;
private var pReloadTime : float = 0;
var delay : float = 0;
private var inDelay : boolean = false;
var hitBox : boolean = false;
//Ammo Sharing
var sharesAmmo : boolean = false;
var shareLoadedAmmo : boolean = false;
var ammoSetUsed : int = 0;
var managerObject : GameObject;
managerObject = GameObject.FindWithTag("Manager");
//Sway
var swayFactor : Vector3;
private var walkSway1 : Vector3;
private var walkSway2 : Vector3;
private var swayTarget : int = 1;
var swayRate : float = .5;
private var player : GameObject;
private var startPosition : Vector3;
private var areSprinting : boolean = false;
var aim : boolean = false;
var aim1 : aimmode;
function aiming () {
shotSpread = aimSpread;
spreadRate = aimSpreadRate;
if(FPSWalkerDB.crouching)
crouching();
if(FPSWalkerDB.walking)
walking();
}
function crouching () {
shotSpread *= crouchSpreadModifier;
spreadRate *= crouchSpreadModifier;
}
function walking () {
shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread);
spreadRate *= moveSpreadModifier;
}
function stopWalking () {
spreadRate = standardSpreadRate;
if(shotSpread < standardSpread)
shotSpread = standardSpread;
if(GetComponentInChildren(aimmode).aiming){
spreadRate = aimSpreadRate;
shotSpread = aimSpread;
}
if(shotSpread > maxSpread)
shotSpread = maxSpread;
}
function stopAiming () {
shotSpread = standardSpread;
spreadRate = standardSpreadRate;
if(FPSWalkerDB.crouching){
crouching();
}
if(FPSWalkerDB.walking)
walking();
}
function Cooldown () {
if(FPSWalkerDB.crouching && FPSWalkerDB.walking && shotSpread > standardSpread*crouchSpreadModifier*moveSpreadModifier){
shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier*moveSpreadModifier, shotSpread - spDecRate);
} else if(FPSWalkerDB.crouching && shotSpread > standardSpread*crouchSpreadModifier){
shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier, shotSpread - spDecRate);
} else if(FPSWalkerDB.walking && shotSpread > standardSpread*moveSpreadModifier){
shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread - spDecRate);
} else if(shotSpread > standardSpread && !FPSWalkerDB.walking && !FPSWalkerDB.crouching){
shotSpread = Mathf.Max(standardSpread, shotSpread - spDecRate);
}
if(laserGFX != null){
laserGFX.active = false;
if (audio) {
audio.Stop();
}
}
}
function Start () {
aim1 = GetComponentInChildren(aimmode);
inDelay = false;
hitBox = false;
if(sharesAmmo){
clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
}
if(!isPrimaryWeapon){
gunActive = false;
var wpns = new Array();
wpns = this.GetComponents(gunscript);
for(var p : int = 0; p < wpns.length; p++){
if(wpns[p].isPrimaryWeapon){
primaryWeapon = wpns[p];
}
}
}
if(laserGFX != null)
laserGFX.active = false;
hitParticles = GetComponentInChildren(ParticleEmitter);
shotSpread = standardSpread;
spreadRate = standardSpreadRate;
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
ammoLeft = ammoPerClip;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
player = GameObject.FindWithTag("Player");
controller = player.GetComponent(Rigidbody);
defineSwayPoints();
startPosition = transform.localPosition;
muzzleFlash.enabled = false;
mainCam = GameObject.FindWithTag("MainCamera");
weaponCam = GameObject.FindWithTag("WeaponCamera");
}
function Update () {
if(progressiveReloading){
if(ammoLeft < ammoPerClip){
if(Time.time > pReloadTime){
BroadcastMessage("ReloadAnim", reloadTime);
pReloadTime = Time.time + reloadTime;
ammoLeft++;
clips--;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
}
} else if(Time.time > pReloadTime) {
progressiveReloading = false;
BroadcastMessage("ReloadOut", reloadOutTime);
reloading=false;
if(aim)
aim1.aim = true;
aim1.canSwitchWeaponAim = true;
ApplyToSharedAmmo();
}
}
if(actualSpread != shotSpread){
actualSpread += (shotSpread-actualSpread)*Time.deltaTime*16;
}
if(gunActive){
if(!playerweapons.autoFire && autoFire){
SendMessageUpwards("FullAuto");
}
if(playerweapons.autoFire && !autoFire){
SendMessageUpwards("SemiAuto");
}
}
}
function LateUpdate() {
if(shotSpread > maxSpread)
shotSpread = maxSpread;
if(gunActive)
crosshairSpread = actualSpread*180/mainCam.camera.fieldOfView*Screen.height;
if(!gunActive || reloading){
if(laserGFX != null){
laserGFX.active = false;
if (audio) {
audio.Stop();
}
}
}
if(Input.GetKeyDown("q") && secondaryWeapon != null){
if(!secondaryWeapon.gunActive){
activateSecondary();
} else if(secondaryWeapon.gunActive){
activatePrimary();
}
}
if(FPSWalkerDB.walking){
walkSway();
} else {
resetPosition();
}
if (muzzleFlash && muzzleFlashOn) {
// We shot this frame, enable the muzzle flash
var scoped : boolean = transform.Find("AimObject").GetComponent(aimmode).inScope;
if (m_LastFrameShot == Time.frameCount) {
if(!scoped)
muzzleFlash.enabled = true;
if (audio) {
audio.Play();
audio.loop = true;
}
} else {
// We didn't, disable the muzzle flash
muzzleFlash.enabled = false;
muzzleFlashOn = false;
// Play sound
if (audio){
audio.loop = false;
}
}
}
}
function FireAlt () {
if(!isPrimaryWeapon){
AlignToSharedAmmo();
gunActive = true;
Fire();
gunActive = false;
}
}
function AlignToSharedAmmo () {
if(sharesAmmo){
clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
}
}
function ApplyToSharedAmmo () {
if(sharesAmmo){
managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed] = clips;
managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed] = maxClips;
managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed] = infiniteAmmo;
}
}
function Fire2 () {
if(isPrimaryWeapon && secondaryWeapon != null && gunActive && secondaryWeapon.secondaryFire){
ApplyToSharedAmmo();
secondaryWeapon.FireAlt();
}
}
function Fire () {
if (!gunActive || areSprinting || inDelay)
return;
if(progressiveReloading){
progressiveReloading = false;
reloading = false;
if(aim)
aim1.aim = true;
aim1.canSwitchWeaponAim = true;
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){
secondaryWeapon.reloading = false;
} else if(secondaryFire &&!secondaryInterrupt && !isPrimaryWeapon){
primaryWeapon.reloading = false;
}
}
var b : int = 1; //variable to control burst fire
if ((ammoLeft <= 0) || ( nextFireTime > Time.time ) || !gunActive || reloading){
if(ammoLeft <=0){
Reload();
}
return;
}
hitBox = true;
if(gunType != gunTypes.sustained){
if(burstFire){
b = burstCount;
} else {
b = 1;
}
for(var i=0; i<b; i++){
if(ammoLeft > 0){
FireShot();
ammoLeft--;
if(fireRate<delay){
nextFireTime = Time.time+delay;
} else {
nextFireTime = Time.time+fireRate;
}
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){
if(fireRate<delay){
secondaryWeapon.nextFireTime = Time.time+delay;
} else {
secondaryWeapon.nextFireTime = Time.time+fireRate;
}
} else if(secondaryFire && !secondaryInterrupt && !isPrimaryWeapon){
if(fireRate<delay){
primaryWeapon.nextFireTime = Time.time+delay;
} else {
primaryWeapon.nextFireTime = Time.time+fireRate;
}
}
if(burstFire && i < (b-1)){
if(burstTime/burstCount<delay){
yield new WaitForSeconds(delay);
} else {
yield new WaitForSeconds(burstTime/burstCount);
}
}
}
}
} else {
FireLaser();
var APS : float = ammoPerSecond*Time.deltaTime;
ammoLeft -= APS;
}
ApplyToSharedAmmo();
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
if (ammoLeft <= 0){
if(fireRate<delay){
yield new WaitForSeconds(delay);
} else {
yield new WaitForSeconds(fireRate);
}
Reload();
}
}
function FireShot () {
if(isPrimaryWeapon){
if(fireAnim && !autoFire && !burstFire){
BroadcastMessage("singleFireAnim", fireRate);
} else {
BroadcastMessage("FireAnim");
}
} else {
if(fireAnim && !autoFire && !burstFire){
BroadcastMessage("singleSecFireAnim", fireRate);
} else {
BroadcastMessage("SecondaryFireAnim");
}
}
if(shellEjection && !this.GetComponentInChildren(aimmode).inScope)
ejectShell();
if(gunType == gunTypes.gun || gunType == gunTypes.melee){
inDelay = true;
yield new WaitForSeconds(delay);
inDelay = false;
for (var i=0; i<shotCount; i++) {
FireOneBullet();
Kickback();
}
} else if (gunType == gunTypes.launcher){
inDelay = true;
yield new WaitForSeconds(delay);
inDelay = false;
for (var p=0; p<projectileCount; p++) {
FireOneProjectile();
}
}
m_LastFrameShot = Time.frameCount;
muzzleFlashOn = true;
if(shotSpread < maxSpread)
shotSpread = shotSpread + spreadRate;
hitBox = false;
}
function FireLaser () {
var layerMask = 1 << 8;
layerMask = ~layerMask;
var hit : RaycastHit;
var direction = transform.TransformDirection(Vector3(0,0,1));
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, laserRange, layerMask)) {
// Apply a force to the rigidbody we hit information
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal);
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
if (hitParticles) {
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damagePerSecond*Time.deltaTime, SendMessageOptions.DontRequireReceiver);
hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);
//And send a message to the DecalManager
hit.collider.SendMessageUpwards("ApplyLaserDecal", hitInfo, SendMessageOptions.DontRequireReceiver);
}
if(laserGFX != null){
laserGFX.active = true;
laserGFX.GetComponent(LineRenderer).enabled = true;
if (audio && !audio.isPlaying) {
audio.loop = true;
audio.Play();
}
var laserPoint = Vector3(0,0, Mathf.Abs(Vector3.Distance(laserGFX.transform.position , hit.point) + 1));
laserGFX.GetComponent(LineRenderer).SetPosition(1 , laserPoint);
}
Kickback();
}
function FireOneProjectile () {
//if(isPrimaryWeapon){
// BroadcastMessage("FireAnim");
//} else {
// BroadcastMessage("SecondaryFireAnim");
//}
var direction = SprayDirection();
if(launchPosition != null){
var instantiatedProjectile1 : Rigidbody = Instantiate (projectile, launchPosition.transform.position, mainCam.transform.rotation);
} else {
var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, mainCam.transform.rotation);
}
if(launchPosition != null){
instantiatedProjectile1.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
Physics.IgnoreCollision(instantiatedProjectile1.collider, transform.root.collider);
Physics.IgnoreCollision(instantiatedProjectile1.collider, gameObject.FindWithTag("Player").transform.root.collider);
} else {
instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
Physics.IgnoreCollision(instantiatedProjectile.collider, gameObject.FindWithTag("Player").transform.collider);
}
Kickback();
}
function FireOneBullet () {
var penetrate : boolean = true;
var pVal : int = penetrateVal;
var layerMask = 1<<8 + 1<<2;
layerMask = ~layerMask;
var hits : RaycastHit[];
var direction = SprayDirection();
hits = Physics.RaycastAll (transform.position, direction, range, layerMask);
System.Array.Sort(hits, Comparison);
// Did we hit anything?
for (var i=0;i<hits.length;i++){
var hit : RaycastHit = hits[i];
var BP : BulletPenetration = hit.transform.GetComponent("BulletPenetration");
if(penetrate){
if(BP == null){
penetrate = false;
} else {
if(pVal < BP.penetrateValue){
penetrate = false;
} else {
pVal -= BP.penetrateValue;
}
}
//The DecalManager needs two bits of information
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal);
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
if (hitParticles) {
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
}
// // Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);
//And send a message to the decal manager
hit.collider.SendMessageUpwards("ApplyDecal", hitInfo, SendMessageOptions.DontRequireReceiver);
}
}
}
function Comparison(x : RaycastHit, y : RaycastHit) : int {
var xDistance = x.distance;
var yDistance = y.distance;
return xDistance - yDistance;
}
function SprayDirection() {
var vx = (1 - 2 * Random.value) * actualSpread;
var vy = (1 - 2 * Random.value) * actualSpread;
var vz = 1.0;
return mainCam.transform.TransformDirection(Vector3(vx,vy,vz));
}
function Reload () {
if(ammoLeft >= ammoPerClip || clips <= 0 || !gunActive){
return;
}
if(progressiveReload){
ProgReload();
return;
}
if(!reloading){
//if ((ammoType == ammoTypes.byClip && ammoLeft < ammoPerClip && clips > 0 && gunActive) || (ammoType == ammoTypes.byBullet && ammoLeft < ammoPerClip && clips > 0 && gunActive)){
aim1.canSwitchWeaponAim = false;
if(aim1.aim){
aim1.aim = false;
aim = true;
}
reloading=true;
if(secondaryWeapon != null){
secondaryWeapon.reloading = true;
} else if(!isPrimaryWeapon){
primaryWeapon.reloading = true;
}
yield WaitForSeconds(waitforReload);
if(isPrimaryWeapon){
BroadcastMessage("ReloadAnim", reloadTime);
} else {
BroadcastMessage("SecondaryReloadAnim", reloadTime);
}
// Wait for reload time first - then add more bullets!
yield WaitForSeconds(reloadTime);
reloading = false;
if(secondaryWeapon != null){
secondaryWeapon.reloading = false;
} else if(!isPrimaryWeapon){
primaryWeapon.reloading = false;
}
// We have a clip left reload
if(ammoType == ammoTypes.byClip){
if (clips > 0) {
if(!infiniteAmmo)
clips--;
ammoLeft = ammoPerClip;
}
} else if (ammoType == ammoTypes.byBullet){
if(clips > 0){
if(clips > ammoPerClip){
clips -= ammoPerClip - ammoLeft;
ammoLeft = ammoPerClip;
} else {
ammoVal = Mathf.Clamp(ammoPerClip, clips, ammoLeft+clips);
clips -= (ammoVal - ammoLeft);
ammoLeft = ammoVal;
}
}
}
if(aim)
aim1.aim = true;
aim1.canSwitchWeaponAim = true;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
//}
ApplyToSharedAmmo();
}
}
function ProgReload (){
if(reloading)
return;
aim1.canSwitchWeaponAim = false;
if(aim1.aim){
aim1.aim = false;
aim = true;
}
BroadcastMessage("ReloadIn", reloadInTime);
yield WaitForSeconds(reloadInTime);
progressiveReloading = true;
reloading=true;
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){
secondaryWeapon.reloading = true;
} else if(secondaryFire && !secondaryInterrupt && !isPrimaryWeapon){
primaryWeapon.reloading = false;
}
}
function GetBulletsLeft () {
return ammoLeft;
}
function selectWeapon () {
AlignToSharedAmmo();
var aim1 : aimmode = GetComponentInChildren(aimmode);
if(!isPrimaryWeapon)
return;
var gos = GetComponentsInChildren(Renderer);
for( var go : Renderer in gos){
if (go.name != "muzzle_flash")
go.enabled=true;
}
if(secondaryWeapon != null){
secondaryWeapon.gunActive = false;
secondaryWeapon.secondaryActive = false;
BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);
}
if(!takingOut && !gunActive){
aim1.canSwitchWeaponAim = false;
BroadcastMessage("TakeOutAnim");
takingOut = true;
// gunActive=false;
yield WaitForSeconds(.6);
gunActive=true;
takingOut = false;
aim1.canSwitchWeaponAim = true;
}
}
function deselectWeapon () {
gunActive=false;
var gos = GetComponentsInChildren(Renderer);
for( var go : Renderer in gos){
go.enabled=false;
}
}function walkSway () {
if(swayTarget == 1){
if (Vector3.Distance(transform.localPosition, walkSway1) >= .01){
curVect= walkSway1 - transform.localPosition;
transform.Translate(curVect*Time.deltaTime*swayRate*player.GetComponent("FPSWalkerDB").speed,Space.Self);
} else {
swayTarget = 2;
}
} else if(swayTarget == 2) {
if (Vector3.Distance(transform.localPosition, walkSway2) >= .01){
curVect= walkSway2 - transform.localPosition;
transform.Translate(curVect*Time.deltaTime*swayRate*player.GetComponent("FPSWalkerDB").speed,Space.Self);
} else {
swayTarget = 1;
}
}
}
function defineSwayPoints () {
walkSway1 = transform.localPosition + swayFactor;
walkSway2 = transform.localPosition - swayFactor;
}
function resetPosition () {
if (transform.localPosition != startPosition){
curVect= startPosition - transform.localPosition;
transform.Translate(curVect*Time.deltaTime*2,Space.Self);
}
}
function sprinting () {
areSprinting = true;
}
function normalSpeed () {
areSprinting = false;
if(secondaryWeapon != null){
if(isPrimaryWeapon && secondaryWeapon.secondaryActive)
return;
}
if(!isPrimaryWeapon && !secondaryActive)
return;
gunActive = true;
}
function Kickback () {
mainCam.GetComponent("MouseLook").offsetY = kickbackAngle;
weaponCam.GetComponent("MouseLook").offsetY = kickbackAngle;
}
function KickbackZ () {
startKickback = true;
walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z - kickbackZ));
walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z - kickbackZ));
startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z - kickbackZ));
}
function ceaseFiring () {
walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z + kickbackZ));
walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z + kickbackZ));
startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z + kickbackZ));
startKickback = false;
}
function activateSecondary () {
if(secondaryWeapon == null || secondaryWeapon.secondaryFire)
return;
AlignToSharedAmmo();
if(gunActive){
gunActive = false;
secondaryWeapon.gunActive = true;
secondaryWeapon.secondaryActive = true;
SendMessage("updateAmmo", secondaryWeapon.ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", secondaryWeapon.clips, SendMessageOptions.DontRequireReceiver);
BroadcastMessage("aimSecondary", SendMessageOptions.DontRequireReceiver);
}
}
function activatePrimary () {
AlignToSharedAmmo();
if(!gunActive){
gunActive = true;
secondaryWeapon.gunActive = false;
secondaryWeapon.secondaryActive = false;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);
}
}
function ejectShell () {
var instantiatedProjectile1 = Instantiate (shell, ejectorPosition.transform.position, ejectorPosition.transform.rotation);
instantiatedProjectile1.transform.parent = ejectorPosition.transform;
}
Please help...
Comment
Answer by ckfinite · Jun 14, 2011 at 01:13 PM
I would make sure that there is only one of these files. What Unity is telling you is that there is another definition of gunTypes somewhere, and it does not like that. If you have only one, load up the project in VS or MonoDevelop and do a search through the entire solution for gunTypes. That will tell you where the problem is.